High explosive blast radius

Rules for Miniature Wargaming

High explosive blast radius

Multiple units may be affected by exploding grenades, shells, or bombs. The bigger the shell, the bigger the blast radius. All infantry units and softskin vehicles in the blast radius – no matter if friend or enemy – have to roll 4D6 to determine if hit. All infantry units and softskin vehicles in the blast radius have to pass a morale check.

The attacker rolls 4D6 for every possibly hit unit in the blast radius. Like in other attack rolls the rolled number has to match or be below the attack value after adding bonuses and subtracting penalties. Suppose the enemy is hit, then the hit’s effect has to be determined.

Table blast radius

Caliber of the HE shell Blast radius
Handgrenades / 20mm (flamethrowers likely treated) 5cm / 2in
37 to 47mm (satchel charges, geballte Ladung and mortar shells likely treated) 10cm / 4in
75 to 88mm (exploding vehicles likely treated) 20cm / 8in
Calibers above (bombs likely treated) 25 cm / 10 in

Detailed informations calibers units use and their blast radiuses are part of the unit descriptions that come with the unit cards.